Discernment and Discourse 1313 5 May 2014 Sexism Sells: The Male Dominated Video Game Industry Only 4% of video game titles released in the past 10 years feature a playable female character as the leading role, and there are even fewer female protagonists on the list of the top grossing video games (ESA). This trend of male dominated storylines is evident in other forms of media as well: movies and television shows tend to be centered around men, but video games show the least diversity in protagonists
Video gaming is mostly associated with consoles such as the Xbox and Playstation, however, wireless technology and handheld devices are producing more and more gaming applications making such an activity further accessible to those who may not perceive themselves as an ‘avid gamer’. Much research into video gaming has focused on aggression and violence; see (Bandura, 1977; Graybill, Strawniak, Hunter & O’Leary, 1987; Scott, 1995; Silvern & Williamson, 1987; Zillmann, 1983). Research into the effects
A. SeX-Box: Exposure to Sexist Video Games Predicts Benevolent Sexism B. S. Paul Stermer and Melissa Burkley, Oklahoma State University C. Psychology of Popular Media Culture 2015, Volume 4, No. 1, 47-55 D. This research study sought to determine if choosing to play video games for long periods of time that contained high values of sexist content is associated with projecting sexist attitudes. It was hypothesized that men, rather than women who played video games regularly with high sexist content
misgender women? Video games have been used as a platform for entertainment between the ages of 18 and 49. The entertainment factor of video games comes from the various forms of art, cultures, worlds, languages, and stories that come from each individual game. The male players of video games lead the market, causing the industry of video games to create games that would appeal to males, such as creating female characters that would attract them. Because of this, female video game players have become
Sexism is defined as the discrimination or hatred against people based on their gender rather than who they are as an individual. This has been going on all throughout history, even as far back as the Bible, with Adam and Eve. Eve’s role was to be considered that of a servant rather than a human being. And it continues into modern day. Girls cannot play certain sports at school because of their gender. This type of behavior isn’t just found in day to day life, but in the media we as humans have created
prominent in our culture is video games. As it is becoming more prominent, it is also evolving throughout the years. Video games now are becoming more complex and influential in our society. People can use this type of entertainment was a way to relieve stress or a way to socialize with others online. Video games is almost available everywhere, from video consoles to cell phones, most Americans have played a video game before. The American myth is that Americans mostly view video games as a way to pass time
women in video games affect women’s self esteem and perpetuate female stereotypes? Annika Lindburg Linfield College Introduction It is difficult to find a video game that does not depict females as a damsel in distress or a sex object. The target audience for video games has been males, and video game companies are marketing to males with stereotypes of females in video games. A surprising finding is that around 150 million Americans, or almost half of women play video games (Kelleher
half women, most AAA games are made focussed entirely on male in mind. Ken Levine himself said that “Bioshock Infinite” was marketed to appeal to frat boys. And Naughty Dog has revealed they didn’t want to see what women thought of “The Last of Us” and that they were trying to appeal exclusively to males. While the director of “Remember me” has said the female protagonist has been killed off by publishers because men allegedly don’t want to play as a “girly girl”. Mainstream game development is predominately
sexist video games produced sexist gamers. Unlike some of the previous studies, this study had a very large sample size and was conducted in three separate 'waves' (wave 1 = 4,500 gamers; wave 2 = 2,199 gamers; wave 3 = 902 gamers). Like other studies, they used a survey to measure the degree of sexism of gamers; they had utilized computer-assisted telephone interviews (CATI) in the study. The results of the study found that there was little to no evidence that perceived sexist video games contributed
hostile sexism. Benevolent sexism is the "belief that women are weak and in need of male protection and leadership." (Fox and Bailenson, 2009 in Gick and Fiske, 1996). On the other hand, hostile sexism, promoted by the vamp stereotype, "entails antagonistic beliefs that women are domineering and try to control men sexually." (Fox and Bailenson, 2009 in Gick and Fiske, 1996). Many gender activists believe that this is one of the reasons why there aren 't many female heroes since the birth of video games